Time, Gear & Skill
Performing actions involves time, gear, and skill.
- Generally, if you have none or one of the three, a task is impossible.
- If you have all three, you do not need to roll - it just succeeds.
- If you only have two, the task might involve a Save, with time or your gear at stake if you fail.
Optional Rule: Attributes
Attributes only play a role in determining Saves. As an optional rule, we can interpret ability scores as descriptors of Player Characters, and as possible substitutes for gear or skill:
Attribute | Value | Effect |
---|---|---|
STR | 6 or lower | Weak – Tasks requiring average strength might be more difficult. |
STR | 15 or higher | Strong – Brawn can sometimes substitute skill or gear. |
DEX | 6 or lower | Clumsy – Tasks requiring average dexterity might be more difficult. |
DEX | 15 or higher | Deft – Nimbleness and agility can sometimes substitute skill or gear. |
WIL | 6 or lower | Feebleminded – A -1 modifier on reaction rolls. |
WIL | 15 or higher | Strong-willed – A +1 modifier on reaction rolls. |